Hey! Sorry I missed your message. Thanks for your kind words, this mod is relying on quite a bit "hack" to make it prevent updating combinators, and those won't work on other mods.
The specific mod in question (and many combinator mods) set the signal values via script, and there's nothing that I can do to prevent that.
What that means is that it'd have to be a collaboration with the "stack combinator" mod to get this implemented. Essentially, a way for their mod to tell mine that it adds "freezable" entities, and a way for my mod to tell theirs to "freeze" and "unfreeze" specific entities.
I'm currently just unable to spare the energy to work on my Factorio mods, so I don't think I'll be taking this up myself. If someone else wants to organize this, and implement something, I'm happy to accept pull requests. Sorry :/.